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First Commit
For Azeroth!
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58
dep/g3dlite/source/Vector4int8.cpp
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58
dep/g3dlite/source/Vector4int8.cpp
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/**
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@file Vector4int8.cpp
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Homogeneous vector class.
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@created 2007-02-09
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@edited 2007-02-09
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Copyright 2000-2007, Morgan McGuire.
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All rights reserved.
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*/
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#include "G3D/platform.h"
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#include "G3D/Vector4int8.h"
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#include "G3D/Vector3.h"
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#include "G3D/Vector4.h"
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#include "G3D/BinaryInput.h"
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#include "G3D/BinaryOutput.h"
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#include <string>
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namespace G3D {
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Vector4int8::Vector4int8(const Vector4& source) {
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x = iClamp(iRound(source.x), -128, 127);
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y = iClamp(iRound(source.y), -128, 127);
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z = iClamp(iRound(source.z), -128, 127);
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w = iClamp(iRound(source.w), -128, 127);
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}
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Vector4int8::Vector4int8(const Vector3& source, int8 w) : w(w) {
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x = iClamp(iRound(source.x), -128, 127);
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y = iClamp(iRound(source.y), -128, 127);
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z = iClamp(iRound(source.z), -128, 127);
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}
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Vector4int8::Vector4int8(class BinaryInput& b) {
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deserialize(b);
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}
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void Vector4int8::serialize(class BinaryOutput& b) const {
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// Intentionally write individual bytes to avoid endian issues
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b.writeInt8(x);
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b.writeInt8(y);
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b.writeInt8(z);
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b.writeInt8(w);
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}
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void Vector4int8::deserialize(class BinaryInput& b) {
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x = b.readInt8();
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y = b.readInt8();
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z = b.readInt8();
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w = b.readInt8();
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}
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} // namespace G3D
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